#ue4-general
1 messages Β· Page 285 of 1
i used world machine myself a few times, but now all my maps are interior tunnels lol
so i used 3ds max for that π
you ever firgure out that UI thing?
hope that trig stuff helped @steady hinge
lol
how much does world crestor cost, i clicked the link but sucks on mobile
I want to make a very small 90 minute long game. I want it to be very simple, only using WASD, mouse, and left click.
But inside the short and simple game, I want to try to put forward a really powerful narrative and have a really beautiful setting.
Just under $300.
World Creator is a useful software
If I can't make the dialogue and the searching and interacting with clues fun, then there is no reason for me to go Zbursh the characters and houses and catapults, or build the terrain and purchase trees, and voice act the lines.
So I am just taking this one step at a time right now.
thats how i did my game, step by step. you just keep padding on mud to a mud hill basically.
lol
like an otter
or whatever they pad i forgot what foliage they use lol
i personally have this thing, where if the scene isnt there the fun isnt really there
i like seeing thd fun while i make the game
i could mever work with those grey level design scenes
I'm not sure how to really explain what I am doing with the dialogue wheel... The goal is to turn it into much more of a game aspect as opposed to just feeling like a UI.
I have elements where if you chose an option that is contrary to the normal behavior of the character they try to fight your decision.
It is like little mini games in the UI.
you could make the dialogue multiplayer showing the percentage of global answers
I am trying to take what I love about dialogue wheels, and get rid of how it is way too predictable and linear.
*multiplayer is such a broad term nowadays
That is one of my goals for my second game. I thought anything multiplayer would be a stretch for this first one though.
Multiplayer feels too broad, tho commonly its just PvP
I want to get away from this idea that, 'I will just click the top right option every time and everyone will like me for being the good guy'.
That is taking a great interface idea (the dialogue wheel) and just ruining it.
But I won't get into a long rant about that stuff. I'm just saying that I am doing more with my widget blueprints than just making a simple menu... just in case anyone was thinking I'm just stupid and have spend days doing such a simple task...
Why
i dont think stupid and ue4 mix well, so i didnt think that.... im just curious is all
why does unreal do this to me
karma?
For some ungodly reason the difference between me ingaging with a claw game and not is determined by the visibility of images on the left and right
I've also been working on some concept art.
If on the bottom I invert the buttom two to visible and invisible
It works
I'm seriously about to quit unreal due to this unfathomable bullshit
All of my code worked before I added the visibility things
I'm actually not so proud of my self
It was the event tick all along
Event tick
Yeah uh ET is a dangerous thing
One of your vars is "Is AI Close"
Working on an AI?
Is At Claw
yea instead of event tick just have the character execute an event
on the widget
no need for event tick
which runs on every frame, so everyframe you are setting the button to visible.or hidden
If I just run the game and then click the whole thing plays fine
But If I move before doing it
I can't do it anymroe
This is wayyy to convoluted
Keep at it
i had, have a lot of these moments, and its usually something silly that youll just be like ahah
yea youll get it
or reas a doc and it might give you the clarity
yea youll need a physcologist after a year or so of crying in the corner secretely thinking if youll ever make it as a game dev
but theres a shit ton of tutorials , videos, docs
and theres us, the Slackers
we dont do shit
we just dlaxk
slack
Well the problem is Iβd like to seek help about the problem but I donβt know how to describe it
Note to self
Never connect the output of a node to its own input
I just created an infinite loop and crashed my computer
you crahsed ypur pc? wow, ue4 usually does a good job of preventing that
by limiting callstacks
Yeah itβs actually the first time Iβve ever crashed my pc using unreal
you can actually do that
with a delay
but yea if its not going to stop it will be an infinite loop
but just having a .2 delay would probably not make it crash if you need that loop to happen
I hope the project is fine tho
yes also, put autosave for every 3 mins
10mins is way too long
a lot has happened in 10mins lol
I don't need the loop to happen
I did it specifically just to see how unreal would react
The answer is very badly
ive not been able to crash it... i always get a callstack, infinite loop error
i crash it in other ways, but also never my computer itself
the latest versions have been very stable, compared to 4.15 when i started, or maybe my code has improved a lot as well
Hi all, new here. Does anyone know if there is a way to change the cursor behavior when mmb-panning in the viewport ? As in : not having the cursor magically reappear at its original position, but rather, simply letting it move ... just like in any other 3d app. Even after years of using UE4 I still find it very prone to errors.
I don't think there is any option for that in the editor preferences, but maybe there is a hidden console command for it ?
I may have permanently fucked up my game oh no
I tried to reopen it after turning my pc back on and I crashed again
(btw this is true of viewport rotation too - extremely frustrating stuff imho)
πItβs gone
I canβt even open the project without an instant crash
Welp
At least I didnβt have much done
It was basically a testing project
can you try verifying the engine? it worked for me once
Anyone can perhaps tell my why this stuff isn't working?
Be it the dropdown or the picker, can't select anything
Or, rather, I can select stuff, but the fields in the array aren't being filled with it
Can't even select a default value from here:
@sonic pagoda the latest versions have been very stable, compared to 4.15 when i started I started before 4.6 I think, its gotten far more stable.
I can't think of a time where I crashed my PC. Ever.
Anyone have a question?
that is a question
That was a statement
@vestal oasis you should have autos Aves available to go back on at least. Neat scenario. Going to have to try that output->inputs feedback look later π
Autosaves^
Loop^ autocorrect on phone is annoying :/
Hey does anyone know how to make the jump animation play when you jump again
by default you just move as if you were jumping but stay in the fall animation and I don't like it
(i'm using the default third person module just for testing stuff)
I had that issue one time
If someone spammed jump it would play the fall animation
I didn't know a fix but I did something else
I put small delay between jumps which kind of helped with the problem
Hey, I would like to know which version is more stable between 4.19 and 4.20 π
@errant lintel 4.20.1 fixes some issues people had in 4.20
im using 4.20.1 and it's really good, for net latency, etc.
welcome
because 4.19 wasn't a good version IRC
i am really interested in the 4.20 niagara stuff, was looking at the content examples for it earlier
trying to see how i can use particle collision on explosion
for my ship ai
so that when the ships die, particles can spawn off and fall on the floor and hit and then bounce a bit and create kind of like a secondary lighting effect. those secondary stuff really affect gameplay and value i think
I am going to be doing all sorts of cool snow effects later on.
I'm going to have a blizzard in my game.
@errant lintel That's quite a lot dependent on your game
4.19 is the final version for us, much more stable than 4.18
You're bound to have issues in pretty much any version, just find one that works for you
@cloud cobalt ok ok I read some users get bad time with 4.19 that's why I ask, but your feedback seem really more positive π
Like I said, depends on the game. One UE4 version changed the behavior of bShowMouseCursor slightly - plenty of games would never give a single shit about that
For us it was a few days of bug hunting
Ask your question and wait for people to answer, rather than asking if you can ask a question.
im creating a UI for my inventory screen. How would i go about casting to multiple characters off an Event construct?
Sure you understand what casting is ? It's just a type conversion.
no actually, i just started learning ue4 about a week and a half ago, but i was under the impression that if i were too cast too character 1, it would not be functional for character 2
the video that i did find also casted too his third person character, which is now duplicated and renamed for me, so i dont have third character anymore, character 1 and character 2 BPs
I still don't understand casting, and I've been working in Unreal since it was still the Unreal Tournament editor...
Well, casting is a C++ concept - an OOP-concern really
Let's say you have a Animal class, and a Cat class that inherits Animal, but has 4 legs, a tail, and purrs
You might have a GetRandomAnimal method that returns an Animal, but sometimes, you know this is actually not any Animal, but a Cat
Like, because only cats in this level
So you cast the return to Cat, which is basically jsut saying I know this is a cat, let's use Purr() and PushStuffOffTable() on it
More to the point, if you do something like GetPawn on a PlayerController, you'll get a Pawn, but you actually know it's a Character, maybe even a MyGameCharacter
yep. cast to be more specific about something you want to access a member variable or function of,. etc.
one of the most important things ever
i tried casting to player controller but it doesnt give me the variables and refs i need. So get pawn would work , with the object as player controller?
or rather *cast to pawn
Well, a player controller is fundamentally not a pawn, or the opposite
Casting one to the other will always fail
Casting is only for when you have a A-typed object that you know to be specifically a B-typed, with B a sublass of A.
You then cast it to B - "I know this is actually a B, let me call B stuff"
you might wana make a custom player controller and cast to that one
@hidden berry
that or just keep trying to cast to all your player controllers until you find the right one, and just drag off to see if the var is in there. should work
in my above example i cast to a gameplayPC that has a reticle in it
here i cast to gameplayPC to get a player var (this is my main possesed pawn blueprint code)
so essentially im just trying too make sure i can get a global reference across all player values so that it applies too both characters (or all when i add more)
so Event construct-get player character-set input mode ui only- In widget to focus: self?
i tried using player controller but it doesnt allow me too get the character refs
also i can only get player controller ID off of event construct
well are you storing the global stuff in the game state class?
you can store global stuff across all users in game state and stuff that is replicated and per user in game instance
im really not sure what that means lol i just started learning ue4, im just trying too make sure that this works for both characters. Would you do that in thirdpersongamemode?
If you do singleplayer, just use GameInstance class for persistent variables/data members.
Otherwise some of the classes evalutes on Server only.
For example, game mode class runs only on server side.
@hidden berry here's my game instance class. it has a bool called "multiplayer" that i set for each individual player (as an example to you) so that only people online activate certain UIs etc. check out game instance on line. it works with multi as well.
well eventually i would like it too be multiplayer, dont know if that makes a difference. Im really trying too learn all this, i even bought full 76 hour courses on ue4 lol
game state is for rules and stuff like that. i use it to store arrays for player kills and player points in multi too. so it works globally. any client adds to the global kill tgallies in game state.
multi is fun lol
its not as hard as it looks
really
im starting too get the hang of it, but theres somethings i still dont understand
and yeah all i have saved in Third Person Game Mode right now is my save and load game function
@hidden berry that's my game state. as you can see, no code
@hidden berry Go on. UE4 Multiplayer is not complex.
it just has variables i set from clients, including a server. stores global kill tallies, etc.
also use it for radars.
so basically, if i wanted too cast to multiple characters, i wouldnt do the blueprints in that area
i would do them where it would apply too all characters
or better yet, can you have 2 event constructs, or something equivalent
no so what you do is you write your code from your possessed pawn or your player controller, or widgets
you should encapsulate your code
then, you write calls to "get game instance" -> cast to gameplayinstance or whatevcer you name it
and you set vars in there
I spent most of my time working in the game industry back in the Unreal 3 days, and back then things like 'casting' weren't really relevant to the job of a level designer. I don't think I ever had to know that stuff in the old Kismet.
I was out of the industry for a long time, and only recently hopped into Unreal 4, and while certain things I caught onto quickly, communicating from blueprint to blueprint has been a hard thing for me...
My training comes more from the artist side of things, making stuff look pretty.
My C++ knowledge is very limited, I have done some basic stuff in C++, but not enough.
what would be the object for player controller?
GetPlayerController
yeah i realized that right as i said that lol
get player controller -> cast to gameplayPC or whatever you name it
remember to cast once you get
because it doesnt know which one you're talking about
cast is to specify that
is cast to gameplaypc the same as add to viewport, or no
i dont have gameplayPC so im assuming its still whatever the default name is
ahh isee
i add in all player controllers in to my game mode, and then i get the first one and cast that to gameplay pc
and use it
alright i think i got it now, thanks so much
Hi guys, can an interface variable be replicated?
i use interfaces in my game a lot.. they are just functions with typed inputs/ouputs
and implemented on whatever class uses them
like your pawn or powerup, etc.
Interfaces can't be replicated and shouldn't
yep they are just meant to communicate between assets.
not client/server
all that code should be within the assets themselves only
Thanks guys
One more question. For my testing start screen , i recorded the actors in their idle poses. So in theory, i could also record the respective actor in their inventory screen, since the start screen and inventories are both just widgets?
Example; character 1 on character 1s inv screen, and character 2 on character 2 inv screen
hey, does anyone know how to test a mobile build on PC
by sending touch information from an android device (pinch/gravity etc)
All I can find is UDK remote, which only works on iOS, Not Android
hello guys I have a problem
in my bp I want to make when I collect one wood to add me one coin but I know how to make my bp but I can't cast too my thirdpersongamemode-why?
I fixed it-lol
I want to make when I collect one wood to give me one coin an display on the screen but I confused a little
can anyoine help me?
the bp I must to write in woopickup-yes or??
Can an event be triggered from an animated material?
No
Thanks
Can any1 help me with this problem?
Like if i hover the mouse over im getting the glow but when i press the mouse button and remove the mouse of the item the glow doesnt stay on
I call the over with the Tick event and the select item with the mouse button
https://blueprintue.com/blueprint/a0xg_wam/
yes
But im using the Mesh-> Render part but how can i call the other 1
like hover item PostProcessVolume 1 and Select Item PostProcessVolume 2
ive made a new interfaced event reload blaster
how do I add it
like seen above
but with the correct function
Guys, is it possible to start a packaged project without render window? Just a console..
I found out how to enable console for packeged build, but I can see the command to disable main window
Guys, Is it possible to save custom object via "Save Game to Slot" ? If so what is it ?
@undone coral no you can'T
you need to implement your own logic for saving/loading objects
how do i create a new graph?
i mean i've got one of these
and i want to duplicate it with a different name
but dont know how to create these
Custom Event
that is a blueprint interface event
and the red thingy is a delegate
so the question is what are you trying to do and where and why
trying to make a new blueprint interface event
duplicating the rifle reload
to blaster reload
so need to have the renamed events
why though?
to use blueprint interface events you must have that interface inherited. Do you have it in the class settings for that BP?
yeah I think there is confusion between us and you. You might want to look into how blueprint interfaces work?
I mean if you are just trying to get them into the graph from the list you can drag them in or right click in the graph and type the name in to show up
im just confused :3
yep so are we
any chance someone could jump on screenshare for 30 seconds to help out with it π might be more clear
Can we expose parameters for mesh from maya to unreal.. Like houdini expose parameters to unreal
What kind of parameters ? You can have sockets exported, for example
Like houdini for unreal.. We can almost do anything in houdini it will be updated in unreal.. Similarly is it possible with Maya
I don't know anything about Houdini so
Generally, static meshes don't have parameters
That's all I can say
Using HDA's with Houdini Engine is very different from whats possible with Maya live link tbh
Yaa... Where it is appropriate to use houdini and maya in the level design according to u @tall pendant
Maya live link is intended for animation use. While Houdini w/ Engine can be used for actual level design or getting interactive assets into ue4.
How do we zoom in the event graph without a mouse?
how do you do anything with that without a mouse?
according to the editor preferences -> Keyboard Shortcuts you can use the + and - keys on the numpad to do that, or you can change them
Hello all. Looking for some help. I have a static TV that is playing a media file. I also have a static glass ball that I wish to reflect the TV media. My current "sphere reflection capture" only sees the single build frame of TV the media file. Can I get the reflection to update at runtime? Another better way to do this? I need a quality reflection on this single object. Thanks!
Hey I am currently working on my first game with a couple of friends, I have run into the limits of what my GPU can handle. I am currently using a r9 270x 2GB from 2014. I want to upgrade it what GPU do you recommend me buying? Do I need a lot of Vram of just a better GPU? I was looking at something like a 1060 6GB or a gtx 1070
both are good
1050 works, 1050ti is better, 1060 is a pretty sweet spot, 1070 is whoo, 1080 is whoo hoo, 1080ti is whoo hooo baby, titans drain the wallet. pick the feeling you want π
because games https://www.humblebundle.com/books/puzzlecraft-books
Vram is useful for higher res or texture games but 3gb, which is what you find on the low end of most, is good enough for the basics. the speed of the GPU makes a bigger difference in the end. I can say I have a 1060 3gb and a 1080 whatever and both run UE4 well enough for me not to complain. I complain more about the CPU and compile times and the HDD and access times than anything lol
Vram is useful for higher res or texture games but 3gb, which is what you find on the low end of most, is good enough for the basics. the speed of the GPU makes a bigger difference in the end. I can say I have a 1060 3gb and a 1080 whatever and both run UE4 well enough for me not to complain. I complain more about the CPU and compile times and the HDD and access times than anything lol
wat
sure it's small like a hotel room but how does that even remotely compare to being homeless
it doesnt have a roof
you gotta click the link, there is more than one image
oh
discord embeds it kinda crappy
lol
It was a one-room apartment
Do i have something wrong in this bp https://blueprintue.com/blueprint/5wyjk9h9/ because i set a variable from a other variable and then i set the old variable to null
BlueprintUE.com
anonymous
Update Hover
And i have it running in Multiplayer
Im getting the Selected Actor and set it to Hovered and when i press mouse button i want to Change the Hovered variable with the render to Selected Variable and hold the Render outline on the selected and so i can use the mouse and Hover over a other Actor to get a outline but when hover ends the outline goes away only from the Hovered and not the Selected Variable
This is the selection Function https://media.discordapp.net/attachments/221798862938046464/474314585890095105/unknown.png?width=1090&height=684
I'm setting up my npcs to wander around the map.
good idea, adds some activity
can we import psa filesi nto unreal4?
could someone please help me with glitch im having in UE4 games?
@inner laurel what is your glitch?
can we dm?
So I have a slight issue when trying to play one of my levels. Not worked on this particular map for a while. Its composed of streaming levels and works fine in editor, but as soon as i hit play (in editor) the engine just hangs. How would I start going about trying to find out whats wrong? It never picks up and I have kill the process
Someone familiar with Mixamo animations?
Yea!
I got this landing animation and I only really need that green one for the animation
And it worked fine
But then I got this standing animation
and It hasn't given me it
Im not sure why
There's not animation here :/
Is it just that I have to download a different one?
Like something is wrong with this one or
is it something I did
W8
So as I sed, there's no animation data there
You should probably try to download another animation
Or maybe tray to re-import it
I did both, I just tried another standing animation and I didnβt see that green one
Just a question, is this your final manequin? Or are you going to use another character mesh?
You did it well for the other so...
Ok nice because if you're inexperienced, using maxiamo animations with another skelleton can be a bit complicated π
Oh
I mean
I put the animation on mixamo and downloaded it on there
Then just importing the whole fbx
And using that skeleton,
It should work fine
But if you whant to use another skeleton you'll have to add a root bone to your animations with maya for exemple
Before retargetting
Question; do i need still need multiple characters if i want too allow my characters to tranform into a different class character? Im sure you do, but i wasnt sure if there was a workaround or something
@open lotus yea but Iβm not even getting the animation when I import it, itβs not even a problem of retargetting atm right ,_,
@hidden berry idk sorry π€·πΌββοΈ
I'm not sure to get it all, but you can use a single skeleton/animation blueprint to animate multiple skeletal meshe
@zenith sable Have you tried with another iddle animation?
Iβll try tomorrow, I might be importing it wrong
Iβm going to get some sleep I have to wake up early tomorrow
Good night so ;)
Iβll ask again tomorrow if I have problems
Maybe you can help my nooby ass
@open lotus thanks so much man
Man? XD who said that I'm a man :3
Interesting. The idea i had was everyone starts out as a default character, then it costs them something (either skill points or currency) to upgrade to different classes. Once they have them all unlocked, my next idea was too either allow the player too switch between (at cost) or even allow them to be a "super character" and transfer all the abilties with them as the evolve
You can either create multiple character classes, or create a single one and allow some abilityes thanks to some variables
The only reason i dont want too just set abilities too unlock at certain levels like a tree, is because i think it would be too overbearing if everyone was the same character
Would multiple character classes be the same as multiple physical characters?
I think that I don't get the question xD
I miss something :/
You mean multiple pawns?
So the reason i want too keep it down too one pawn is because i still dont fully grasp how too apply certain things to multiple pawns in some situations. So itd be alot easier to just have one pawn
Yes you can, you'll just have to change the skeletal mesh used in the bp
And btw to apply thing to a pawn driven by the player, you should use the "get player controller" node then cast to the owner pawn...
Don't have a pc atm so unable to show you :3
Well sometimes that doesnt let me get the variables i need. For example last night , i was trying too figure out how too have an event construct bp apply too both of my characters
And btw it's 03:00 in france so I think that I'll get some sleep ;/
Alright thats cool, thanks for the help though, i appreciate it
man how did we all miss this?
oh only I did. re: the paragon animation asset updates lol. carry on
there is probably a hot key for this or something
Is there a subsection for console development? PS4/Xbox?
No, and it's NDA'd so you can't talk about it here in general either
Nothing specific to consoles, at the very least.
is there any decent system for storing large amounts of data for objects form similar to json but using the ue interface? I was using the Data Asset system before but every time I add a field it erases all data. I understand this may be an inevitability...if so i may just stick to json
Can a dedicated server game load and save game?
Or is database required or something?
You can write/load from the dedicated server's filesystem. Or more best practice would be to use a database.
np
mongo has a free mongo that you can mongo
and i am sure you could get an azure thingy from microsoft
hey
I want to make a static background for a scene, whats the best way of doing htat?
basically replacing the default black void with a material, or do I need to use a mesh
also, anyone know why I have to rebuild 200+ shaders when I change 1 parameter on a radialgradient node
check out the infiltrator demo they have a setup with a background you can look at to see how they do. Otherwise you could use something like a sky sphere setup
hmm ok thanks
anyone know of any super secret price drops in PC parts coming soon? I've got a 1500 rig I've been building online but I haven't the courage yet to push the buy button π
Right now I'm slapping together Asus Prime x470-Pro with Ryzen 7 2700x, EVGA GTX 1080 ACX, 16GB DDR4-3000mHz. I'm hoping that should be a pretty solid build for UE4 projects for about a year. Probably need more memory for larger project no? Anyone have experience with Ryzen processors. From what I've read they are very nice at multitasking and rendering for blender/maya
Right now I'm on a damn potato. I opened the kite demo and my computer screamed out in pain before it froze in terror. Feels2013man. Time to take her out to pasture
all of that seems fine and 16gb is good nuff for most things
nothing really seems bad about it and I would say you could get a couple years from it if aiming for 1080p stuff
I'm surprised I couldn't find any case studies on youtube for AMD processors and UE4. Basically comparing performance between amd and intel for game dev stuff.
Make sure you don't get a mechanical drive for normal use, it's fine for like storage but don't skimp in the SSD
I have a 500gb samsung NVME drive for that motherboard and 1tb ssd with 4 tb HDD
shuold be good then tho 500gb will feel cramped beleive it or not, unless you don't game or keep multiple large projects loaded
I just learned about NVMEs like 2 days ago and was immediately like "oh wow... "
sorry to interrupt, whats preferable, a main menu background being in-game panning of scenery, or being a prerecorded video of in-game panning of scenery
the pre rendered will eventually be low res as resolutions increase, plus resolutions increase so it might need to be stretched or not fill the screen/cut off
in game would be resolution independent but might not be as high quality if you are going for that cinema feel
so pick your poison basically. I would say most games go for in game at this point due to rendering quality being able to match their desired look in real time now
that or you go with something like a pre rendered motion background, like a flag waving or something, just to take up space and keep it from looking bland
At this point for amd <> intel I really don't think it matters for comparable chips. The IPC are getting pretty close and once you get to a ton of cores and threads your good with either one in most productivity. Most of the annoyance will be on other stuff like HDD access times
yeah
They are pretty close
I want AMD to give intel some more competition so I'm putting my money with them
for my next upgrade in a year or two I will go with whatever gives me the most cores for the price range I want to spend
I know the intel chips out perform the amd chips on single core operations pretty badly
but multi core goes to amd right now and since I have multiple programs open all the time doing all kinds of random stuff I think AMD was my best choice
the evga 1080 I'm getting seems like off to me... its got really good reviews (tons of them) and its significantly cheaper then alot of the other 1080s... I was gonna get a 1060... Originally I wanted to keep this rig around 1k
but that won't even run current gen games on any type of higher settings and is already outdated
yeah I guess then at what point does single core matter anymore
I'm really curious if theres gonna be another price drop on the 1080s soon or if they are priced aggressively right now because of the back to school stuff and I need to hurry up and grab it. Seems like everything on the market is pretty well priced at the moment
There probably will be a price drop once the next gen comes out for sure
my last computer I think the processor and graphics prices dropped by 300 dollars one month after I bought them. I remember looking at my rig in the cart and it was over 300 cheaper 1 month later because of sales and price cuts..
I went with my 1080 when they first came out and I paid retail and I never regretted it. It's still going strong in most games
honestly your never going to get a good deal on a video card unless you buy last gen
yeah
but at this point the 10x0 series is just really strong for what you buy
i just look at the passmark ratings for price to performacne on stuff. i never got the highest end stuff even when i was devving. from that chart there it seems gtx 1060 is most optimal
only time i treated myself was buying a i7 5960x cpu, and i guess i dont regret it that much, but it was $1000 lol
I'm starting to work on a budget build that might just top out on a 1060
even at 1060 would be significantly better then my 2013 card
you should sell your old card on ebay or amazon. that's what i did.
it worked. i was able to recoup a ton of cost
only problem I have with 1060 is its not really supported at all for SLI... I was considering just getting a graphics card then 6 months or a year in slap in another one for an upgrade
Ive got the 5820k with the 1080 desktop and no complaints in anything but WoW but that game just runs horribly lol. the laptop is a 7300hq with a 1060 and the only complaint is I wish it had more cores and hyperthreading. cores + HT is sooo nice in UE4
after looking at all the comparison charts and whatnot for the last 48 hours I convinced myself 1080 was the way to go @grim ore
I would so make sure a machine has HT before getting one now and it's nice to see even the new 8th gen I3's hae it
my engine keeps crashing when building materials, any idea?
trying to change a material type to unlit and it freezes
Sounds strange
i really am debating getting ryzen for my next build
look at that performance cost
and ryzen 7 is only like 300$ lol it is as good as my current $1000 cpu :X it will render well for unreal i am sure.
@dim arch sounds like some kinda intermittency issue try restarting the engine or source building a more recent version maybe? not sure though. could be some kinda corruption in your project as well.
I have a fresh OS with a gtx1080 but it is locking up
I restarted it yeah, and the project is a 4.20 template with minimal changes
did u update to 4.20.1 yet
well are ur graphics drivers up to date? did u install windows update?
it just seems to have issues compiling basic shaders
all pre reqs for ue should be installed as u know
Not sure how max would impact unreal
4.20 isn't the most stable version around, it could just be a bug
yeah
well idk I installed max and now every few minutes my system sound plays an error cue
and my shaders arent compiling
shader isnt referenced on any object, when I try to build it, it's freezing and not starting shader compile thread
Clean out intermediate and DDC?
Ill try that, where is the DCC file?
Appdata
anyone know how big the unrealengine repo is?
gonna build 4.20 see if it fixes the compile error
@plush yew you actually suggest people having issues with the binary version to switch into source version? :)
That's like asking for more trouble with way longer compilation times, more things to break and no benefits (unless you need to use modified ue4)
lol yup. launcher version didnt work for my game
soon as i upgraded to the source version like all my issues went away
Heh, nice troll
i dont see how people can use the launcher version, without code plugins the games just arent as powerful
you take a long time to type π lol jk
Yeah... Since cant have code plugins in the binary/launcher version?
I'm on mobile, always need to correct mistakes
yup you gotta source build for advanced sessions
Ok, that confirms what I said earlier
what did u say? lol
you have to have code plugins only in the source built versions? yup you do
That it was a good troll:D
No you dont
If you want custom plugins, you only need a c++ project
yea i didnt do that lol i had a BP project
wait what do u mean by "troll" lol i'm so lost here
Or if you insist on having bp project, sure you can rebuild the whole engine (to get the plugin on engine side) but that's totally backwards thinking
Considering how much more pain working with ue4 source builds is, I feel anyone suggesting them over launcher version without any good reason has to be just teasing people
no way dude, it's good practice to get into source building. it was crucial for my game dev pipeline and for server builds.
my advice is my advice, i've helped hundreds of people on here. they can take it or leave it π
not to mention made dozens and dozens of friends im sure i'll keep well into the future
It is a bad advice though
and my game is not a "troll" or "fake" it's real lol
no it's good practice to get into VS 2017 source builds for games. trust me . lol
I'm here to correct people from spreading misinformation
compiling a source build takes forever so why on earth would you do that if you don't have to lol
I've done source builds since 4.0, it's not like I just talk here to disagree with people. Simply wanting to use code plugins is a terrible reason to use custom builds
@manic pawn because it's a good bait for new and clueless users :D
They need to learn pain too
that guy had an issue with his graphics card and he actually got a new one
he DMed me saying thanks so much for your help after, something i've grown used to hearing π
plus you need to source build for dedicated servers / server builds. with a server binary. so it's good practice to begin understanding the pipeline for VS 2017 early.
you won't need that until you actually go make a server build though
is there any way to utilize more cpu power to the shader compiler?
it already uses all
@dim arch is your materials still not building?
If you actually NEED to modify the engine, fix bugs, do custom stuff, you have to build from source, or have that rare case you actually need dedi servers, sure you dont have a choice, but simply switching to source build without any of those reasons is beyond silly
the shaders build on 4.18 but not 4.20
You are just making yourself wait for countless hours for zero gain and need to do more troubleshooting
It is a super bad advice
having to modify the engine sucks, because then either team members with weaker pcs have to spend hours building it or you have to spend hours uploading it :v
you could build a project from source because you may want to modify it in the future
@dim arch yeah since you are already on 4.20.1 it seems funny that that happens on ur machine
are u using win10?
yes, they were building earlier but I changed the material domain of a material to be used in a widget
after that they stopped compiling
I deleted the widget and material but its still broken
what could cause shadow casting on a dynamic directional light to be disabled when i start the game? (it works while editing)
i remember when i deleted something from a struct in UE earlier it forced referencing errors
it coudl be a bug - you might need to re-do your materials possibly. do u have a version of ur project before u changed the material domain?
like in SVN or something
nope
I should prob make a local repo for the project
since its pretty difficult to roll back changes
Anyone have any ideas on how I should go about something like having the player rotate the mouse around the interface to 'wind it up'...
like a fishing pole type thing...
I don't even know how to describe this, lol.
oh like rotate around a central point to increase magnitude?
I'm just playing with different interface ideas, and this particular one is...
zero rotations = most passive choice
one rotation = slightly passive choice
two rotations = slightly aggressive choice
three or more rotation = you punch someone in the face
I'm just trying to work in some different tactile feedback to get the player into the feel of the choices they make.
it would be similar to what i mentioned earlier with the trig thing
I was thinking like when you do a 360 degree rotation of a joystick, but with a mouse in this case.
Well, that one isn't working yet.
I got to the point where the blueprint was recording the angle between the mouse and the center point, but then I got bored of it and started programming the AI to talk around and stop to talk to the player character.
lol
that's creative license for you. getting bored and moving on π
i do that all the time
I was going to program the AI to stop check his/her cellphone and get in the way of the other AI that is walking because AI just doesn't give a shit.
I don't even know what that means.
when u built the game from the github source
I didn't build the game from github anything...
Sounds like some programmer crazy talk to me.
well its good to know.
I'm not smart enough to understand that kind of stuff.
are you talking to me @cursive dirge
?
because i am getting a little offended here..
you literally never want source builds unless you need to modify something from the engine side (or need to build dedi servers)
show some respect
@plush yew I'm just correcting your advice
it's bad practice, especially for people who don't know why they do it
I just want to get 2 or 3 little blueprints working, and then I'll spend the rest of my time making beautiful butterflies and waterfalls and lens flares...
you are being sarcastic with me and calling me names, when i am giving people my advice. and talking amongst friends.
sure, good luck on that report, I'm not the one here trying to fool people doing crazy stuff
i can assure you i have worked plenty hard and enjoy my time here and don't liek to be downtalked
and i have dozens of friends on here. thank you.
this isn't a popularity contest
people come to this channel to get help
if someone gives uninformed advice, it's good that users who spot that correct those
exactly, and i have helped a lot of people. and made friends. my advice is one thing they can do if they like.
so misinformation doesn't spread out
simply switching to source build will not fix a single issue alone, it just makes everything on your pipeline more tedious
well it's how i went about building my game. if the user doesnt know how to source build and he gets to needing to make a server what is he even going to do
through a lot of tribulation
plus it was just the way you were calling me names and stuff. it was targetted.. :/
not cool man
you are saying here that people should spend hours of time every time there's a new engine version to build from sources and get all the pain on getting longer project compilation times along the process, just so they know how to build engine if they need dedi server sometime later in the future (which 99% games people make here do not)
if you have an opinion on something be like " oh i think he should just avoid doing it with source builds goth, because then he would take a long time building it"
dont be like "dude you're a troll"
it's super bad advice and not cool that you keep spreading such information
that's my advice for you on how to GIVE advice lol
honestly i can kind of understand how it is a time consuming thing to do.. but you are really rude and offensive when you try to talk to people
lol seriously
I'm not here to make friends, I'm here to help others not making same mistakes I did
i would be remiss if i ever called someone on here any name at all, like "troll" or "whatever"
im here to make friends man. and make $$$$ from my game.
and i come from a wealthy family, so i'm not used to disrespect.
no offense
again, this isn't a contest
no problem. have a good day.
you don't have to prove yourself to others here
Calm down guys
[9:31 AM] gothicserpent: and i come from a wealthy family, so i'm not used to disrespect. what does this even mean? your family got wealth so you need to be respected more?
that's kinda bs you know π
honestly i shun people that show off money.. but you offended me so i felt i had to defend myself somehow
i'm not some crazed guy in a chat room spreading false information lol
but you are
im genuinely trying to learn the engine and i feel its like co workers with you guys
you are literally telling people to do things they shouldn't
then when one of my co workers as i think of you calls me names it';s so bad
@plush yew if you give incorrect advice you'll be corrected, that's par for the course
I have a variable in my Widget that will open up a dialogue option if an event is set to true.
I am storing these events inside the player character.
I can cast the player character and pull the value from there.
However... I'm not sure how to go about checking the variable. Of course I could just set up a section of blueprint that checks "is character 'flag 1' set to true? and then continue that for all other 100 some variables in my game... But that seems like a bad way to do things...
@cursive dirge i can understand how source building is difficult for new users. if you think my advice to like the (2 or 3) people i told it to who had issues that may not have been related then go ahead and tell me yeah i mean maybe it's the wrong solution
the vast majority of people i told were actualy trying to build from source or wanted to know how to do it
Build from source if you want dedicated server
i have one
I listed the reasons already, like twice or trice
In all other cases get the prebuilt
but simply doing that for sake of having random issues on launcher version will not fix anything
@cursive dirge you said you source built from 4.0? why would you be so against it then lol
unless you actually fix the engine code that causes those issues but that was among the listed acceptable reasons
@plush yew because I've wasted months of my time on doing it
you seem like you're just targetting me or something. you got me in a adrenaline fueled state over here i am upset π¦
don't get me wrong, if you make a serious game project with ue4, it's very likely that you need to modify the engine sources, then you have no choise
@plush yew Then calm down a bit
I'm not targetting you as a person, I have no reason for that
k
I just don't want new users doing crazy stuff for no good reason
basically the risk in that is that they get frustrated on the whole process and give up as it's so tedious
And realistically, moving to source build is never going to fix any bug
^
well, i can see how users are slightly impatient or new and want to get things quickly.
i can assure you the creative process is a long and arduous one.
to compete at high levels, even in indie games.
It doesn't need to be made worse
For what it's worth, our game hasn't ever been on a source build
@cursive dirge i think you just need to be a bit more respectful and not call people names. that's all i'm saying π i can kind of understand some of what you said, still i think that knowing certain pipelines is very important to a full understanding.
that's all i am saying here.
For small indies with a reasonable scope, needing to build from source is a red flag IMHO - probably trying to bite more than you can chew. You won't need dedicated servers with your 4 online players
im surprised you have never used a source build Stranger
never gotten into servers yet?
You don't need dedicated servers unless you have tens of thousands unit sold
that's like 1% or less of the games built in UE4 that need dedi servers
probably less
Never heard of it, Toku... sounds scary.
it might be a bit lagged, but that's due to some code issues i can easily fix, don't worry
Its some build tool which is bundled with the VS Gamedev install
basically the core reasons why small indies usually don't do dedi servers are a) there's not really big enough playerbase to have even constant online games available b) if there's high enough playerbase, dedi server hosting costs are a real concern
apparently its required for mobile builds but its fucking up my shader compilations (possibly)
I don't understand any of that Visual Studio stuff... I am surprised I even got the thing installed in the first place...
@cursive dirge not true.. t2.micro is free for ayear for small teams of beta testers..
It's not required and it's not used for for shaders @dim arch
dedi servers are nice for players to be able to host themselves though
ok
@cursive dirge i dont think you understand that developers need to practice their own pipelines and get stuff tested first. using listen servers only is a great pathway to a ton of lag...
many hosters have free tier for small CCU
it actually might be used for shaders
taking the easy way out in your projects will net you less revenue.
@cloud cobalt Any idea why my shaders arent building in 4.20 but are in 4.18?
I think xge shader compiling is on by default now if the controller is installed
player hosting is a good reason
but you'd again, need a popular game for that to pay off
@plush yew You have to realize that you are yourself very arrogant here, since you were talking about respect
if you go in the indie market, you have to be realistic what you are against
iv tried building with and without incredibuild agent
well i am just stating that dedicatred servers are a thing right now..
Knowing your game won't have 50 online players isn't "the easy way out", it's knowing your market
players hosting servers is a good way for a not dead but also not super popular game to run for basically free
dedi servers were more of a thing 10 years ago than they are now
now you mainly see them in highly competitive games
so you think listen servers are more popular than dedicated servers for games that make high revenue?
is that what you're telling me?
Actuaklly yes
But it's not what we're saying
What I'm saying is, your game won't make high revenue
also, it would be good to have some alternative to dedi servers on indie games, basically you'll have to pull the plug eventually, so that's when your games online mode dies
if it's player hosted by design, random players can still make a game
I expect the game to do fairly well Stranger..
You shouldn't if you're serious about it
No i do
everyone expects their game to do well
well i've worked hard on it.. so yea
tbh, his game is super niche genre
everyone else has also worked hard on theirs π€
do you have a game?
it might be hard to find the audience
do you guys, who are giving me advice, have any like games or anything
I don't. I am trying to make a very bad game, Zeblote.
Yeah, shipped game on Steam
And another one before that that was free and more of a fun project
Also working in the industry
could you DM me the title so i can see the quality level? i am just curious
and yet another measurement contest, this place isn't really about comparing your merits π
It's not, but since we're ask to justify ourselves π€·
if you hang out here long enough, you'll know people who give solid advice and who do not
Olento i'm pretty close to just blocking you.. π
that would solve things
Build your fleet, trade, explore and conquerHelium Rain is a single-player space simulation that places you at the helm of a spacefaring company. Trade resources, buy ships and stations to fulfill contracts ! Dock at stations to buy and sell you wares or upgrade your ship, up...
$14.99
I've had to keep opening the blocked messages for last 30 minutes already
@plush yew I don't even use UE4 nowadays
well, I do maintain gameworks forks and my custom physx mods for ue4 on github
but that's more of a side project
in servers like these, it's better to try not to take things too personally, people come from very different places and use the engine with different aims
it's not likely that every user has same goals as you do
I drew everyone a picture of a bunny, so everyone can be happy now.
i take everything personally lol
so this is also why you should target the advices accordingly
once your game is out, you'll be facing a lot more harsh critics
you need to grow thicker skin if you plan to release and actually communicate with your playerbase
Yeah, early critic will be "worse game I've ever played" - guaranteed
i just wana be happy thats all
looks nice @cloud cobalt
doing creative stuff
We actually asked our early testers if the game was fun
Resounding no
So the point about dedicated servers is, most indies will never get press coverage or huge sales. Let's say you're in the successful range with a 10,000 sales game, which is really not bad, 10x the average, and more than I expect to make myself.
You've got yourself 100 online players at launch - probably less than 20 a few months later. Even in that range where you might be sitting on house-buying money levels, it's not enough to have game types with like 10v10 players
If you do get 10,000 sales it will probably take a few months, too
You need to plan for that
How does your game work if you have 3 online players ?
Or one ?
i am planning to sell the game at a low price
even if your game sells for 100k units, it's not any guarantee that you got online players few months after launch
I could list many games that had that happen
my game works in the way that i have up to 8 players in a ded server rn
so its really for beta rn
The point here is that you can't plan for any number of online players at all
i can add an option for listen servers once it is live i think
i have the code in there still
Here's a story - some of my friends, working in the game industry, quit their job, set up a studio, worked for a year on their game. Multiplayer only, 4 players required. Know how many units they sold ? 50. Literally no one who bought it can even play it.
Plan for that, too.
year is a really quick turnaround btw π
usually, especially if you do indie stuff, these things take more years than we want to admit π
Four years for us π±
@cloud cobalt well yea that happens. i am sure they learned from the experiecne thoguh.
but yeah, if you have investors and stuff, you need to have more strict timelines etc
i was in the film biz for 7 years as a hobby (didnt need to be) i wanted to make a cool movie. no studio ever made a deal with me
so i am making a game now and i like it more.
They did learn @plush yew - never ever do a MP-only game as an indie
π
4.20.1 and all.
you can look what happened at the Lawbreakers too
lmao, Lawbreakers is going to be legendary in gamedev circles
really experienced industry talent made a new studio focusing on online games and failed miserably
most people make games they want to play
game developers have a different taste to the general public
things fail all the time but if i never tried to make it i would never know.. then there would be no hope
The best course of action is to try stuff that has a shot at reality
look, it's good to have faith in your project, you will not get through it if you don't, but in indie space, you need to have really strong single player
there are only FEW successful online only indie games out there
Like if you want to make a game for the OUYA, well, I've got news for you...
like we can count them with fingers of our hands
and even those are not as niche genres than yours
i am lucky 6dof is kind of a niche
so, it's good to do some market research, and put efforts on parts that are most likely used on your game
^
i did some research - but only on sales so far
niche isn't always a bad thing
it means less competition usually
like, doing FPS game on todays market is horrible idea usually
that is, unless you got some really unique twist on it
that is not indiegames tho
trying to figure what price points to use
I did some market research, then thought to myself... 'fuck these people' and then made the opposite...
yea the 9.99 one is skewed
all of them are
Price point is basically about your game's length & quality
^
i was gonna price it at ,99cents for a while
Don't
there is no true way to get sales data from steam
If it is too cheap people will think it is just some crap.
I feel that if the game has quality, 15-20 price range is fair
^
why would you want to release a thing that you think is worth less than a single dollar
it's like announcing "here I made garbage pls take it"
also if you release to low you can never have a sale
$1 means to me "less than shit mobile port you'll be done with in 30 minutes"
like if you think it should be 5 sell it for 10-15 then have a sale etc
Even $5 signals shit
$1 market is kinda different tho
$10 is the bare minimum I'd even sell a game tbh
I'm sure there's it's own marketspace for games like that
otherwise all those shoverware titles wouldn't do it
i was first gonna price it at $9.99 but people were telling me people wont buy it if its too expensive
on pc i think anything under 8 is just a mobile port at first haha
and from an independent
I don't think people would buy a 90 minute game for $10...
i might do like 4.99 maybe, dunno if i can go higher than that though
put 10 bucks but make sure your game is worth it
the good thing about being too high is it can come down to low and your stuck
don't dial down the price and make the game crappier
well it will be once i finish my singleplayer campaign
i agree that single is important so i m working on that
Here's the thing
Price is very much psychological
Like it's a well researched thing
@steady hinge I think I paid 20 bucks for Limbo on release
How long was that?
never regretted that
No Man's Sky, for example, was sold for $60
Signaling "this is AAA"
Well, it wasn't - it was a $30 semi-indie game with a chill experience
guize can someone pls assist me with my problemo
Regardless of whether you like the game or not it just wasn't $60 material
I would if I could.
my shaders wont build in 4.20.1 but they were building earlier
@steady hinge hmmm, steam says I've played it for 4 hours
But I'm not very smart, Toku.
what do you mean toku
@steady hinge Limbo is around 2 to 4hours depending on how fast you solve the game
can't remember if that's one or two playthroughs
I've speedrun it in an hour or so once
if I modify a material it recompiles the shaders except they dont move and the engine freezes
and the output log shows nothing
and CPU usage is at 0%
so it isnt even building them
does task manager show a shader compiling task
I am estimating my game at about 90 minutes... but I guess we shall see when I finish getting it all working.
@cursive dirge can we be friends again?
There isn't much to my game once you go through the story... there are plenty of alternate paths though, so maybe people will replay it a second time.
hmm idk if on binary build verify engine or delete intermediate folder maybe?
@plush yew no worries, I didn't mean to offend you either
ok im sorry
but I'm still not here to make friends π
@cursive dirge i was looking at my computer screen like a wolf ready to pounce lol i get like that sometimes. im sorry dude
@plush yew Seriously though, work on your patience. A great way to kill your game is to have a bad review - like dishonest bad lying about your game - and losing it in public
Which happens
yeah looks like it uses incredibuilt shader compilation by defaulty
and the vs install doesnt have a license with it
so I installed VS2017 w/incredibuilt which didnt include a license
and it tries to build with it in 4.20.1
ah
also may be an antivirus issue
but my freaking av is in chinese so I cant find the files to whitelist -_-
Hey, I was just checking all the built-in plugins in ue4, and saw this "Media Framework Utilities" ... how does it help as I couldn't find any docs to explain it ?!
@somber condor it says it's "utlities and actors to ease the use of the media framework"
@plush yew lol I know but what actors exactly ?!
i think its some kinda addon to use that base functionality
I got my slider bar changing color based on how full it is when I scrub the slider.
@steady hinge cool
I'm just trying to visually represent in the interface that you are about to make an aggressive choice.
my health bar flashes red when the player is low shields
makes sense for visual feedback
I am currently just trying to make some better dialogue wheels.
@steady hinge just gotta have a check for the total percent value
if you wana map them to like a more and more red color though, i would recommend just opacity shifting in a red entity
don't do it like where you map 4% to red 12% and 5% to red 14% or anything. you probably already know that π
just gotta have two keyframes for it
I used a lerp...
@slim ermine Scale on X or Y -1
@steady hinge i used an animation in mine
@slim ermine But you should really be asking this in the blender discord channel
https://discord.gg/DapEe5
What's a blender?
lerp can work too
@steady hinge Wut?
I was just asking what a blender is.
But I was referring to this https://www.blender.org/
Now I just have to set the text choices to highlight based on the percentage of the slider bar. Should be simple enough.
@steady hinge i like how you're walking through everything lol
I just fake my way though this shit.
Faking my way through being a concept artist was harder...
Being a writer, that part wasn't too hard.
dude as long as you're trying
i have a friend here. the_tubby1. he was struggling for a while to make his game but he's so talented.
i was giving him positive advice to keep working on his game
im sure you're past the struggling part, and are already doing it like a day to day thing
so it's good you're continuing to work at it π
I was an environment artist back when I worked on games seriously. I usually ended up being the guy that did all the shaders, particle effects, lighting, post process, and the small environmental animations.
I didn't spend a lot of time doing 3d models and stuff even back then... But I still feel more at home 3d modeling than trying to play programmer.
you're using bp only?
You should look at blender then
At one point I was just making skydomes all day every day... making stars twinkle, lol. My greatest achievement in games.
Blueprint only as in not using C++?
I haven't used any C++ yet in this project. I'm not very good at it.
A lot of it is, until you have to start trying to communicate between different blueprints...
Once I get back to my normal computer I will probably do some more environment stuff.
@steady hinge i usually use interfaces for that - but i will need to begin switching some of my damage doers to apply radial damage for my pawns for splash damage
I decided that I am going to keep the blueprint that feeds the variables to the conversation widget inside each individual npc.
However, the player character is going to hold a list of simple bool variables for when certain events are completed or certain knowledge is gained.
So inside my data table I have a row that I fill out if a certain bool must be true for this dialogue option to show. However, the only way I have found so far to check for that, is to have the dialogue widget check for every variable...
I'm not sure if having the widget blueprint check through 100 different bools every time a new dialogue is opened is such a good solution...
But it works...
@steady hinge btw if you are using data tables in UE you can import from google sheets as a CSV - you probably already know that though
im doing that for an audio mixer im trying out
The data table interface in Unreal however lets me put in the audio file and the dialogue color and all that fun stuff though.
if u do it a lot you can still possibly try to export it to CSV and see if maybe there's some syntax you can paste in to make the data entry quicker possibly
An example of how we can easily use Arrays and Structs inside of a CSV or JSON file and get them in and out of a Data Table. We cover how Arrays are formatte...